diff --git a/libs/MVS/SceneTexture.cpp b/libs/MVS/SceneTexture.cpp index 5e88d58..ddc2a4c 100644 --- a/libs/MVS/SceneTexture.cpp +++ b/libs/MVS/SceneTexture.cpp @@ -1147,13 +1147,13 @@ bool MeshTexture::ListCameraFaces(FaceDataViewArr& facesDatas, float fOutlierThr const Pixel8U& pixel = imageData.image(j, i); // 假设是8位图像,RGB三个通道任一超过250即视为过曝 if (pixel.r > 250 || pixel.g > 250 || pixel.b > 250) { - // continue; + continue; } float brightnessPerceptual = (0.299f * pixel.r + 0.587f * pixel.g + 0.114f * pixel.b) / 255.0f; // printf("brightnessPerceptual=%f\n", brightnessPerceptual); - if (brightnessPerceptual>0.95f) + if (brightnessPerceptual>0.8f) continue; // if (!(scene.mesh.invalidFacesRelative.data.contains(idxFace) && scene.is_face_visible_relative(idxFace))) diff --git a/libs/MVS/mask_face_occlusion.py b/libs/MVS/mask_face_occlusion.py index efeded8..906c7a1 100755 --- a/libs/MVS/mask_face_occlusion.py +++ b/libs/MVS/mask_face_occlusion.py @@ -1353,7 +1353,7 @@ class ModelProcessor: face_visible = v0_visible | v1_visible | v2_visible # 使用与CPU版本相同的后续处理 - shrunk_visibility = self._shrink_face_visibility(face_visible.cpu().numpy(), 6) + shrunk_visibility = self._shrink_face_visibility(face_visible.cpu().numpy(), 10) expanded_visibility = self._expand_face_visibility(face_visible.cpu().numpy(), 30) shrunk_visibility2 = self._shrink_face_visibility(face_visible.cpu().numpy(), 50) expanded_edge = expanded_visibility & ~shrunk_visibility2